Overview

There are different currencies within Rival Kingdoms. Diamonds, Gold, Rings, Loyalty Points, Mana, Battle Stones, and Primus. Each have their own uses. All are explained in the below:

Diamonds

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Diamonds are Rival Kingdom’s premium currency, and are very difficult to earn. They can be earned from:

Diamond’s are used to speed up construction times and cool-downs, as well as purchase Gold, Rings and Battle Stones.
Diamonds cannot be stolen.


Gold

Gold.png

Gold is Rival Kingdom’s primary soft currency, and can be obtained from:

The amount of gold a player can keep is limited by the the capacity of their Gold Storage and Stronghold.
Gold can be spent on buildings, troop improvements, Ancient enhancement, troop donations, as well as donated to Kingdom Projects.


Rings

Rings.png

Rings are Rival Kingdom’s secondary soft currency. Rings can be earned by:

Rings can be used to purchase buildings, donate troops to players, as well as donated to Kingdom Projects. Ring storage is not limited, and they cannot be stolen.


Loyalty Points

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Loyalty is a Kingdom based currency. Loyalty is a measure of how much a player has contributed to a Kingdom.

Loyalty is earned by:

Your Loyalty points can be used to buy Loyalty Chests, as well as to enhance the Ancient 'Aegis', which can only be found in Loyalty Chests.
Loyalty Points cannot be purchased or Stolen.


Mana

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Mana is used during battles to summon your Ancient’s abilities.
  • Ability 1 uses 5 Mana
  • Ability 2 uses 10 Mana
  • Ability 3 uses 15 Mana

Mana is earned by destroying buildings within an enemy village or adding a Battle Boost (Mana Vial) before you start the battle.

Destroying the Enemy Mana Earned
Builders Hut 0 Mana
Defense and Production Buildings 1 Mana
Troop Portals up to 4 Mana (this decreases as they are upgraded)
Stronghold 15 Mana

The amount of Mana you start with in battle will depend on your currently selected Ancients level.
Unused Mana does not carry over to the next battle.


Battle Stones

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Battle stones are used to start multiplayer battles, or to complete quests on the map. Each battle stone you use takes 20 minutes to regenerate, no battle stones means no battles! You can get battle stones by:

You can exceed the 5 Battle Stone limit, however they will only start to regenerate once you drop below 5 Battle Stones.
Battle Stones are not used when attacking in Kingdom Raids, A Morale system is used instead.


Primus

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Primus is used to enhance the power of your Ancients.
There are 6 types of Primus, 1 for each of the 5 Ancient elements.
Pure Primus is the 6th and most precious type, since it can be used to enhance any of the ancient element types.

Primus can be won from:

You can locate your primus from your inventory (menu > inventory), or from any Ancient page by clicking 'enhance'.

Primus_red_75.png Fire Primus - used to enhance Fire Ancients
Primus_blue_75.png Ice Primus - used to enhance Ice Ancients
Primus_yellow_75.png Lightning Primus - used to enhance Lightning Ancients
Primus_Green_75.png Nature Primus - used to enhance Nature Ancients
Primus_purple_75.png Death Primus - used to enhance Death Ancients
Primus_pure_75.png Pure Primus - used to enhance any Ancient of the element mentioned above

Mithril

Mithril.png

This is a new currency that will help empower and customise your defensive buildings; you can earn it from events, a chance of getting it from daily campaigns and Ancient Trials, in fact, you will obtain your first pieces of Mithril from an Ancient trial. If you have any Mithril you can see it by a symbol that will be displayed next to your other currency counters (e.g Gold, Diamonds etc).

There is a cap to the total amount of Mithril you can own (invested in buildings and held). The current maximum mithril that can be held is 225. For more information on how much Mithril you have, tap the Mithril currency icon and select “more info.”

Once you reach the cap of Mithril, you will be granted the Daji Statue instead of Mithril. If you already have one, this statue will be converted into Daji statue experience.

Infusing Mithril into a defence will grant it additional and special abilities on defence, what’s more: each level of Mithril upgrade will increase health and damage by 5%! The bonus you get from the Mithril applies to the specific building you use it on and does not extend to other similar buildings if you haven’t used Mithril on them.

The buildings you will be able to upgrade with special abilities are:

  • Watch Tower: Increases damage and health by 5% / 10% / 15% / 20% / 25%

1. Flame: Troops are ignited, suffering 20% base damage over 3 seconds.
2. Chill: Troops are chilled, slowing movement by 50% and attack speed by 25% for 5 seconds.
3. Execute: Troops will fall instantly if below 10% hitpoints.
4. Blood: Heal for 30% of the damage dealt.

  • Catapult: Increases damage and health by 5% / 10% / 15% / 20% / 25%

1. Density:  Affected units are stunned for 1 second.
2. Antipode: Affected troops that are burning, chilled or frozen take 25% additional damage.
3. Shatter: Affected troops that are chilled or frozen take 50% more damage but the effect is dispelled.
4. Banish: Summoned units suffer an additional 10% maximum health damage.

  • Arrow Launcher: Increases damage and health by 5% / 10% / 15% / 20% / 25%

1. Flame: Troops are ignited, suffering 20% base damage over 3 seconds.
2. Chill: Troops are chilled, slowing movement by 50% and attack speed by 25% for 5 seconds.
3. Execute: Troops will fall instantly if below 10% hitpoints.
4. Blood: Heal for 10% of the damage dealt.

  • Skywatcher: Increases damage and health by 5% / 10% / 15% / 20% / 25%

1. Reinforced: Skywatcher takes half damage from Mana Hunters and Dragons.
2. Dragon: Skywatcher will prefer to target Dragons over other air units when possible and range is increased by 35%.
3. Cripple: Targets struck by the Skywatcher suffer 25% reduced damage for 5 seconds.

  • Flare Tower: Increases damage and health by 5% / 10% / 15% / 20% / 25%

1. Power: Flare Tower is fully charged at battle start. 
2. Discharge: Attack speed halved and damage doubled  (Charges are twice as efficient)
3. Bastion: While this Flare Tower stands the Castle takes 10% reduced damage.

  • Primus Conduit: Increases damage and health by 5% / 10% / 15% / 20% / 25%

1. Regen: While overcharged, the Conduit and its targets recover 50 health a second. Increases overcharge cost by 50% and cannot stack.
2. Protect: While overcharged, The Conduit and its targets take 35% less damage from troops. Increases overcharge cost by 50% and cannot stack.
3. Shell: While overcharged, the Conduit and its targets take 45% less damage from spells. Increases overcharge cost by 50% and cannot stack.

  • Bunker: Increases damage and health by 5% / 10% / 15% / 20% / 25%

1. Wardens: Adds 2x Wardens at level 11.
2. Mauler: Adds 1x Mauler at level 10.
3. Paladins: Adds 2x Paladins at level 10.

  • Rampart:

1. Bolster: The Rampart and its affected walls gain bonus health. 5% / 10% / 15% / 20% / 25%

  • Poison Fountain:

1. Weaken: Nearby troops become weakened, taking 20% more damage from incoming attacks.
2. Root: Nearby troops become rooted, slowing movement speed by 50% within the area.
3. Blind: Nearby troops become blinded, dealing 20% less damage.

  • Different status effects from Mithril defences and Spell Towers can all stack on top of each other.
  • Antipode buffs the damage from the Catapult, Arrow Launcher or Watch Tower but does not affect incoming damage.

Mithril upgrade costs, once you have invested in an upgrade tree (see each building's page below) you are locked into it. To invest you must pay the Mithril and ring cost which scales based in points already invested.

Watch Tower
Catapult
Arrow Launcher
Skywatcher
Flare Tower
Primus Conduit
Bunker
Rampart
Poison Fountain

If you change your mind about used Mithril, you will have the chance to remove it from a specific building for a Diamond cost:

Count Diamond Cost
1 350
2 350
3 350
4 350
5 350